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doxygen="_cgi:http://www.nevrax.org/cgi-bin/nel-search.cgi" href="http://www.nevrax.org/cgi-bin/nel-search.cgi">Search</a> </center> +<hr><h1>heat_haze.cpp</h1><a href="heat__haze_8cpp.html">Go to the documentation of this file.</a><div class="fragment"><pre>00001 +00007 <font class="comment">/* Copyright, 2000, 2001 Nevrax Ltd.</font> +00008 <font class="comment"> *</font> +00009 <font class="comment"> * This file is part of NEVRAX NEL.</font> +00010 <font class="comment"> * NEVRAX NEL is free software; you can redistribute it and/or modify</font> +00011 <font class="comment"> * it under the terms of the GNU General Public License as published by</font> +00012 <font class="comment"> * the Free Software Foundation; either version 2, or (at your option)</font> +00013 <font class="comment"> * any later version.</font> +00014 <font class="comment"></font> +00015 <font class="comment"> * NEVRAX NEL is distributed in the hope that it will be useful, but</font> +00016 <font class="comment"> * WITHOUT ANY WARRANTY; without even the implied warranty of</font> +00017 <font class="comment"> * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU</font> +00018 <font class="comment"> * General Public License for more details.</font> +00019 <font class="comment"></font> +00020 <font class="comment"> * You should have received a copy of the GNU General Public License</font> +00021 <font class="comment"> * along with NEVRAX NEL; see the file COPYING. If not, write to the</font> +00022 <font class="comment"> * Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston,</font> +00023 <font class="comment"> * MA 02111-1307, USA.</font> +00024 <font class="comment"> */</font> +00025 +00026 <font class="preprocessor">#include "<a class="code" href="std3d_8h.html">std3d.h</a>"</font> +00027 +00028 +00029 <font class="preprocessor">#include "<a class="code" href="heat__haze_8h.html">3d/heat_haze.h</a>"</font> +00030 <font class="preprocessor">#include "<a class="code" href="scene_8h.html">3d/scene.h</a>"</font> +00031 <font class="preprocessor">#include "<a class="code" href="deform__2d_8h.html">3d/deform_2d.h</a>"</font> +00032 <font class="preprocessor">#include "<a class="code" href="vector__2f_8h.html">nel/misc/vector_2f.h</a>"</font> +00033 +00034 <font class="keyword">namespace </font>NL3D +00035 { +00036 +00037 +<a name="l00038"></a><a class="code" href="structNL3D_1_1CSinWave.html">00038</a> <font class="keyword">struct </font>CSinWave : <font class="keyword">public</font> CDeform2d::IPerturbUV +00039 { +<a name="l00040"></a><a class="code" href="structNL3D_1_1CSinWave.html#m0">00040</a> <font class="keywordtype">float</font> <a class="code" href="structNL3D_1_1CSinWave.html#m0">Phase</a>; +<a name="l00041"></a><a class="code" href="structNL3D_1_1CSinWave.html#a0">00041</a> <font class="keyword">virtual</font> <font class="keywordtype">void</font> <a class="code" href="structNL3D_1_1CSinWave.html#a0">perturbUV</a>(<font class="keywordtype">float</font> <a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>, <font class="keywordtype">float</font> <a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>, <font class="keywordtype">float</font> &du, <font class="keywordtype">float</font> &dv)<font class="keyword"> const</font> +00042 <font class="keyword"> </font>{ +00043 du = 0.01f * sinf(25.f * <a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a> + <a class="code" href="structNL3D_1_1CSinWave.html#m0">Phase</a>); +00044 dv = 0.05f * cosf(19.3f * <a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a> + <a class="code" href="structNL3D_1_1CSinWave.html#m0">Phase</a>); +00045 } +00046 } <a class="code" href="namespaceNL3D.html#a40">_SinWave</a>; +00047 +00048 +00049 +00050 +<a name="l00051"></a><a class="code" href="classNL3D_1_1CHeatHaze.html#d0">00051</a> <font class="keywordtype">void</font> CHeatHaze::performHeatHaze(uint <a class="code" href="driver__opengl__extension__def_8h.html#a389">width</a>, uint <a class="code" href="driver__opengl__extension__def_8h.html#a390">height</a>, CScene &<a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>, IDriver *drv) +00052 { +00053 <a class="code" href="classNLMISC_1_1CMatrix.html">NLMISC::CMatrix</a> m = <a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>.getCam()->getMatrix(); +00054 <a class="code" href="classNLMISC_1_1CMatrix.html">NLMISC::CMatrix</a> im = m.<a class="code" href="classNLMISC_1_1CMatrix.html#z293_7">inverted</a>(); +00055 +00056 <font class="comment">// compute the shape of the horizon</font> +00057 +00058 <font class="comment">// first we compute the direction of the world up vector in the viewer basis. </font> +00059 <a class="code" href="classNLMISC_1_1CVector.html">NLMISC::CVector</a> up = im * <a class="code" href="classNLMISC_1_1CVector.html#p3">NLMISC::CVector::K</a>; +00060 <font class="comment">// project onto the I and K vectors</font> +00061 <font class="keywordtype">float</font> upNorm = (up.<a class="code" href="classNLMISC_1_1CVector.html#m0">x</a> * up.<a class="code" href="classNLMISC_1_1CVector.html#m0">x</a> + up.<a class="code" href="classNLMISC_1_1CVector.html#m2">z</a> * up.<a class="code" href="classNLMISC_1_1CVector.html#m2">z</a>); +00062 +00063 <font class="keyword">const</font> <font class="keywordtype">float</font> threshold = 10E-4f; +00064 +00065 <font class="keywordflow">if</font> (upNorm < threshold) <font class="keywordflow">return</font>; <font class="comment">// the viewer is looking above or below himlself</font> +00066 +00067 <font class="comment">// Compute the right vector. This is done by intersecting the horizon plane with a near plane. </font> +00068 <font class="comment">// to do this, we transform the horizon plane into the view basis.This may be optimized, but is not critical.</font> +00069 <font class="comment">//</font> +00070 <a class="code" href="classNLMISC_1_1CPlane.html">NLMISC::CPlane</a> h; +00071 h.<a class="code" href="classNLMISC_1_1CPlane.html#z305_0">make</a>(<a class="code" href="classNLMISC_1_1CVector.html#p3">NLMISC::CVector::K</a>, <a class="code" href="classNLMISC_1_1CVector.html#p0">NLMISC::CVector::Null</a>); +00072 +00073 h = h * m; <font class="comment">// note : this multiply by the transposition of m</font> +00074 +00075 <font class="comment">// intersect with near plane : we got y = 0, which gives us, as a right vector :</font> +00076 <font class="comment">// if c is not 0, we got : x = 1 and z = (-a - d) / c as a working solution.</font> +00077 <font class="comment">// Else we got x = (- d - c )/ a and z = 1</font> +00078 +00079 +00080 <a class="code" href="classNLMISC_1_1CVector.html">NLMISC::CVector</a> right; +00081 +00082 <font class="keywordflow">if</font> (fabsf(h.<a class="code" href="classNLMISC_1_1CPlane.html#m2">c</a>) > threshold) +00083 { +00084 right.<a class="code" href="classNLMISC_1_1CVector.html#z332_0">set</a>(1, 0, (h.<a class="code" href="classNLMISC_1_1CPlane.html#m0">a</a> + h.<a class="code" href="classNLMISC_1_1CPlane.html#m3">d</a>) / - h.<a class="code" href="classNLMISC_1_1CPlane.html#m2">c</a> ); +00085 } +00086 <font class="keywordflow">else</font> +00087 { +00088 right.<a class="code" href="classNLMISC_1_1CVector.html#z332_0">set</a>( (h.<a class="code" href="classNLMISC_1_1CPlane.html#m3">d</a> + h.<a class="code" href="classNLMISC_1_1CPlane.html#m2">c</a>) / h.<a class="code" href="classNLMISC_1_1CPlane.html#m0">a</a>, 0, 1); +00089 } +00090 +00091 right.<a class="code" href="classNLMISC_1_1CVector.html#z331_4">normalize</a>(); +00092 +00093 <font class="comment">// now, find a point on screen that lay on the horizon line</font> +00094 <font class="keyword">static</font> std::vector<NLMISC::CVector2f> poly(4); +00095 +00096 +00097 +00098 <font class="keyword">const</font> sint xCenter = <a class="code" href="driver__opengl__extension__def_8h.html#a389">width</a> >> 1; +00099 <font class="keyword">const</font> sint yCenter = <a class="code" href="driver__opengl__extension__def_8h.html#a390">height</a> >> 1; +00100 +00101 <font class="keyword">const</font> <font class="keywordtype">float</font> horizonHeight = (float) (<a class="code" href="driver__opengl__extension__def_8h.html#a390">height</a> >> 2); +00102 <font class="keyword">const</font> <font class="keywordtype">float</font> horizonWidth = (float) (<a class="code" href="driver__opengl__extension__def_8h.html#a389">width</a> >> 2); +00103 +00104 <a class="code" href="classNLMISC_1_1CVector.html">NLMISC::CVector</a> tmp ; +00105 +00106 tmp = horizonWidth * right + horizonHeight * up; +00107 poly[0] = <a class="code" href="classNLMISC_1_1CVector2f.html">NLMISC::CVector2f</a>(xCenter + tmp.<a class="code" href="classNLMISC_1_1CVector.html#m0">x</a>, yCenter + tmp.<a class="code" href="classNLMISC_1_1CVector.html#m2">z</a>) ; +00108 tmp = horizonWidth * right - horizonHeight * up; +00109 poly[1] = <a class="code" href="classNLMISC_1_1CVector2f.html">NLMISC::CVector2f</a>(xCenter + tmp.<a class="code" href="classNLMISC_1_1CVector.html#m0">x</a>, yCenter + tmp.<a class="code" href="classNLMISC_1_1CVector.html#m2">z</a>) ; +00110 tmp = - horizonWidth * right - horizonHeight * up; +00111 poly[2] = <a class="code" href="classNLMISC_1_1CVector2f.html">NLMISC::CVector2f</a>(xCenter + tmp.<a class="code" href="classNLMISC_1_1CVector.html#m0">x</a>, yCenter + tmp.<a class="code" href="classNLMISC_1_1CVector.html#m2">z</a>); +00112 tmp = - horizonWidth * right + horizonHeight * up; +00113 poly[3] = <a class="code" href="classNLMISC_1_1CVector2f.html">NLMISC::CVector2f</a>(xCenter + tmp.<a class="code" href="classNLMISC_1_1CVector.html#m0">x</a>, yCenter + tmp.<a class="code" href="classNLMISC_1_1CVector.html#m2">z</a>); +00114 +00115 +00116 CDeform2d::doDeform(poly, drv, &<a class="code" href="namespaceNL3D.html#a40">_SinWave</a>); +00117 +00118 +00119 +00120 +00121 } +00122 +00123 } <font class="comment">// NL3D</font> +</pre></div> + +<!-- footer --> +<BR><FONT Size=+5> </FONT> +</TD> +<TD WIDTH=15><IMG SRC=http://www.nevrax.org/inc/img/pixel.gif WIDTH=15 HEIGHT=15 BORDER=0 ALT=""></TD> +</TR> +</TABLE> +</BODY> +</HTML> |